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-rw-r--r--game/server/portal/portal_physics_collisionevent.h32
1 files changed, 32 insertions, 0 deletions
diff --git a/game/server/portal/portal_physics_collisionevent.h b/game/server/portal/portal_physics_collisionevent.h
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+++ b/game/server/portal/portal_physics_collisionevent.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef PORTAL_PHYSICS_COLLISIONEVENT_H
+#define PORTAL_PHYSICS_COLLISIONEVENT_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "physics_collisionevent.h"
+
+class CPortal_CollisionEvent : public CCollisionEvent
+{
+public:
+ DECLARE_CLASS_GAMEROOT( CPortal_CollisionEvent, CCollisionEvent );
+
+ virtual int ShouldCollide( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1 );
+ virtual void PreCollision( vcollisionevent_t *pEvent );
+ virtual void PostCollision( vcollisionevent_t *pEvent );
+ virtual int ShouldSolvePenetration( IPhysicsObject *pObj0, IPhysicsObject *pObj1, void *pGameData0, void *pGameData1, float dt );
+
+ virtual void PostSimulationFrame( void );
+ void PortalPostSimulationFrame( void );
+ void AddDamageEvent( CBaseEntity *pEntity, const CTakeDamageInfo &info, IPhysicsObject *pInflictorPhysics, bool bRestoreVelocity, const Vector &savedVel, const AngularImpulse &savedAngVel );
+};
+
+#endif //#ifndef PORTAL_PHYSICS_COLLISIONEVENT_H